SOL9 2.0 Class: Direct3DX11TexturedRectangle
|
Source code
/******************************************************************************
*
* Copyright (c) 2016 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions, and the following disclaimer.
*
* 2. The name of the author may not be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*
* Direct3DX11TexturedRectangle.h
*
*****************************************************************************/
//2016/02/10 Updated
#pragma once
#include <math.h>
#include <sol/direct3d11/Direct3DX11Shape.h>
namespace SOL {
class Direct3DX11TexturedRectangle : public Direct3DX11Shape {
public:
Direct3DX11TexturedRectangle(
__in Direct3D11Device* device,
__in Direct3D11DeviceContext* context,
__in float width = 1.0f,
__in float height = 1.0f)
:Direct3DX11Shape(device, context)
{
if (device == NULL) {
throw IException("Invalid devie.");
}
if (context == NULL ) {
throw IException("Invalid devieContex.t");
}
if (width < 0.0f || height < 0.0f) {
throw IException("Invalid parameter");
}
// Create a vertexBuffer and an indexBuffer
createTexturedRectangle( width, height );
}
public:
Direct3DX11TexturedRectangle(
__in Direct3D11Device* device,
__in Direct3D11DeviceContext* context,
__in Direct3D11Blob* vertexShaderBlob,
__in float width = 1.0f,
__in float height = 1.0f)
:Direct3DX11Shape(device, context)
{
if (device == NULL) {
throw IException("Invalid devie.");
}
if (context == NULL ) {
throw IException("Invalid devieContex.t");
}
if (vertexShaderBlob == NULL) {
throw IException("Invalid vertexShaderBlob");
}
if (width < 0.0f || height < 0.0f) {
throw IException("Invalid parameter");
}
// Create a vertexBuffer and an indexBuffer
createTexturedRectangle( width, height );
createInputLayout(vertexShaderBlob);
}
virtual const D3D11_INPUT_ELEMENT_DESC* getInputElementDesc(size_t& count)
{
return D3D11InputElements::getPosTexCoordDesc(count);
}
void createTexturedRectangle( float width, float height )
{
try {
Direct3D11Device* d3d11Device = getD3D11Device();
Direct3D11DeviceContext* d3d11DeviceContext = getD3D11DeviceContext();
D3D11PosTexCoordVertex vertices[] = {
{ XMFLOAT3( -1.0f * width, 1.0f * height, 0.0f ), XMFLOAT2( 0.0f, 0.0f ) },
{ XMFLOAT3( 1.0f * width, 1.0f * height, 0.0f ), XMFLOAT2( 1.0f, 0.0f ) },
{ XMFLOAT3( -1.0f * width, -1.0f * height, 0.0f ), XMFLOAT2( 0.0f, 1.0f ) },
{ XMFLOAT3( 1.0f * width, -1.0f * height, 0.0f ), XMFLOAT2( 1.0f, 1.0f ) },
};
UINT indices[] = {
0,1,2,
2,1,3,
};
createVertexBuffer(vertices, sizeof(vertices), CountOf(vertices));
createIndexBuffer(indices, sizeof(indices), CountOf(indices) );
} catch (Exception& ex) {
ex.display();
}
}
~Direct3DX11TexturedRectangle()
{
}
};
}
Last modified: 5 May 2019
Copyright (c) 2009-2019 Antillia.com ALL RIGHTS RESERVED.